Weapons

Pipedream's Weapons system will be more complex than the previous ToME system, and will utilise the new damage system in 3.0.0 which allows damage types to be "built" from existing GF_FOO types. This goes along with the Armour system and the revamp of Monsters. Shooting skeletons full of arrows will become a little pointless, as will trying to carve your initials into a stone golem.

Below, you see the first draft of the first section of the changes. The swords have been changed, and for the most part have had their damage dice upgraded. However, they now also do specific types of damage, which is conteracted by specific types of armour. The bigger blades do a bit of crush damage, wheras few of the swords are really designed for thrusting...

Update: After discussions with DG, a new system. Percentages are out, separate rolls for each damage type is in. Also, at DG's suggestion, dice are out. The numbers are Min-Max damage for each type. Once again, suggestions/commentary/abuse are all welcome...

Update2: OK, removed the unthematic weapons and moved stuff that I said I was going to move. Also deleted Crossbows. Boomerangs I didn't consider when I wrote the first draft. I've considered them, they're gone!

HELP WANTED

Keen eyed observers will have noticed that the number of "Greatswords" has decreased markedly. From a dizzying array of types from a variety of origins, they've for the most part been collapsed into Great Scimitar and Two Handed sword.

The main reason I did this was because I couldn't find (historically) many differences between the Two-Handed swords. Certainly visually and decoratively, there are vast differences, but in terms of functionality, they're basically big and sharp.

So I culled them.

However, it's been brought to my attention that this takes away a good amount of flavour, so I'm sending out an SOS to all those Mediaevalists out there for actual functional (weight, damage, damage-type, use) differences between the following weapons:

Any suggestions welcomed in Chatter, below!

Weapon Stat Changes

Daggers

.

Old Dice

Crush

Slash

Pierce

Other

Broken Dagger

1,1

.

1,1

.

.

Dagger

1,5

.

1,5

1d2

.

Main Gauche

2d3

.

1,4

1,2

.

Rapier

2d4

.

2,4

1,3

.

Small Sword

1d8

.

1,3

1,4

.

Basillard

2d3

.

1,5

1,2

.

Swords

.

Old Dice

Crush

Slash

Pierce

Other

Broken Sword

2d2

.

2,4

.

.

Sabre

3d3

.

1,7

1,2

.

Cutlass

2d5

1,2

2,8

.

.

Broad Sword

4d3

1,4

2,4

.

.

Long Sword

3d4

1,2

1,6

1,4

.

Scimitar

4d3

2,4

1,6

.

.

Bastard Sword

4d4

1,7

3,9

.

.

Great Scimitar

5d4

2,8

4,12

.

.

Two-Handed Sword

4d6

2,10

2,14

.

.

Zweihander

.

.

.

.

Rolled all 2HS into One

Shadow Blade

2d5

2,3

1,7

.

Portion of DARK damage? Unbalancing, methinks…

Dark Sword

3d6

1,6

2,6

.

.

Demonblade

3d8

1,7

3,18

.

.

Necromantic Teeth

2d6

.

2,8

2,4

.

Hafted Weapons

.

Old Dice

Crush

Slash

Pierce

Other

Club

3d2

3,6

.

.

.

Whip

1d4

1,3

1,1

.

.

Mace

3d4

2,8

1,2

1,2

.

Ball-and-Chain

4d3

4,8

1,2

1,2

.

War Hammer

3d5

2,10

.

1,5

.

Morning Star

5d3

2,10

.

2,5

.

Flail

5d3

2,10

1,5

.

.

Lead-Filled Mace

3d6

6,18

.

.

.

Two-Handed Flail

4d6

8,16

2,8

.

.

Great Hammer

7d4

11,22

.

2,6

.

Mace of Disruption

6d6

7,28

2,4

2,4

HOLY_FIRE=6,12

Mighty Hammer of Grond

10d10

8,80

.

2,20

.

Pole Arms

.

Old Dice

Crush

Slash

Pierce

Other

Quarterstaff

3d3

3,9

.

.

.

Spear

2d4

.

1,2

2,6

.

Lucerne Hammer

4d5

3,12

.

2,8

Trident

2d5

1,2

1,2

2,8

.

Fauchard

3d4

1,3

2,7

1,2

.

Broad Spear

2d6

.

1,4

2,8

.

Pike

3d4

1,3

.

3,9

.

Glaive

3d5

1,5

2,10

.

.

Halberd

3d7

1,3

3,9

3,9

.

Guisarme

.

1,3

2,4

2,6

.

Lance

4d6

2,8

.

2,16

.

Trifurcate Spear

3d7

.

1,5

3,18

.

Heavy Lance

6d8

5,15

.

4,32

.

Lochaber Axe

4d6

2,8

4,16

.

.

Arrows

.

Old Dice

Crush

Slash

Pierce

Other

Flight Arrow

1d4

.

.

1,4

.

Sheaf Arrow

2d3

1,2

.

1,4

.

Arrow

1d5

.

.

1,5

.

Seeker Arrow

5d3

1,6

.

3,9

.

Sling Ammo

.

Old Dice

Crush

Slash

Pierce

Other

Rounded Pebble

1d4

1,4

.

.

.

Iron Shot

1d5

1,5

.

.

.

Mithril Shot

3d5

3,15

.

.

.

Missile Launchers

Other Changes

Chatter

DarkGod: /me prods ravenred, did you get my mail?

RavenRed: Yup. See my reply.

SimonSorc: some of the weapon types are missing, especially very strong ones. Are we dropping the 5d7 and 5d8 ones to make artifacts look more attractive? And shouldn't antimagic become an ego (well I guess the dark sword can stay anyhow)?

I'm also wondering if damage resist will be % based. As in +100% fire damage on an ent, and -20% to -100% fire damage from wearing a fire resistance item (where immunity is just -100% resistance). It would be NEAT.

Many missing weapons, as easily checked in wizard mode: great hammer (4d6 one-handed), Slaughter axe (5d7 one handed) with animal slay, mace of disruption (5d8 two-handed) with undead slay, some others - just check yourself with the create item menu (control-A, C, create an item) There are 67 weapons on the list which is double the size of your current list.

The dropping of redundant weapons and those who are forever ignored by players of level 5+ is appreciated, but having only half the weapons might be overdoing it... I want my 5d7 and 5d8 favorites!! (-;

I recommend playing the game more to see how useful the late game weapons get. (-;


TheFalcon: Re: help wanted section above-

I don't know how much use this is, and the first two seem very similar to a number of other weapons. I'd say the last two still have enough differences to merit keeping them though, even if just for flavour.

TheFury: Ok, added the weapon die suggestions to FuryMod. Thanks for the idea.

Sirrocco: I don't know if you want to worry about this, but from a practical standpoint, some of the slash/pierce damages are additive, while others are "pick one". If you're attacking with a dagger, you're generally either stabbing or slashing (unless you're stabbing on the way in and then trying to do some extra damage while you're there as, in effect, a second attack). If you're using, say, a spiked mace, you're both piercing and crushing.

Also, with respect to the bows, the major limit on longbows that I'd always heard had nothing to do with speed of use. A good longbowman could actually launch shots downrange pretty effectively. The problem with longbows was that you couldn't even start to use them effectively until you'd put in a rather lot of training. Good longbowmen were actually pretty disproportionately muscled (like blacksmiths, actually, if in a different way) because of the way they trained their pulling muscles. (A decent way to represent this might be giving each bow a minimum level of (strength+bowmastery). if you are a bit below the minimum, you take penalties to accuracy and/or damage. If you are too far below the minimum, you can't even string the thing. Use of the really impressive bows, then, goes to people who have invested in it heavily) In contrast, the crossbow could be used effectively by almost anyone, but the heavier crossbows required a process to load - sometimes involving actual mechanical cranks. Of course, the stronger you were, the less of a process you had to use, and so the faster you could get it done.)

NeilStevens: Make sure to look at the ToME 3 weapon list for ideas. I spent hours on that, looking up various weapons and doing the best I can to fill in slots.

RavenRed/PipeDream/Weapons (last edited 2008-02-12 01:23:25 by c-69-137-235-22)